Kirby's Dream Land played a huge role in my preteen years. It was one of the few games that I could beat in a short amount of time, which gave me the illusion of being a halfway decent gamer. Thanks to that, it rarely left my Game Boy. As you can imagine, I got to know its ins and outs so well that I was eventually able to finish the game without taking a lick of damage. Although I lied to myself and rationalized that the reason I so trounced this title was that I was an awesome player and a master of 2D platformers, the truth was I sucked horribly at most games back then. It never occurred to me that the true reason I was able to get through Dream Land so effortlessly was that it was an incredibly easy game, mostly thanks to its all around lackluster design.
Take level schematics, for instance. You'd think, as Dream Land is a 2D platformer, that developer HAL would have taken Kirby's abilities into account when drafting and designing its five stages. Specifically, it would have been ideal to craft levels that put Kirby's abilities to the test, thereby making the game both challenging and engaging. Yet, Kirby never seems to be at a disadvantage throughout the campaign. This is especially so when Kirby goes toe to toe with members of the game's rogues gallery. Most enemies are merely temporary nuisances, particularly because Kirby's main ability is that he can inhale opponents and use them as projectile. Almost all of the enemies fall victim to this power easily because they move slowly and calmly, rarely posing much of a threat. Even those who are resistant to swallowing can be taken out easily by sucking in air and using that as a projectile. Yeah, that's right, you can even use the air around you as a weapon.
Worse, there's no need to engage most foes or even whole obstacles in order to survive a stage, as the air-sucking ability allows you to float for an indefinite amount of time. With this ability, you can skip many of the game's troubles by inflating yourself and floating past them. Level one is the worst offender, as much of the stage is a lengthy, uncomplicated stretch of land with various cute henchmen frolicking about. Why bother dealing with them when it's faster and easier to float past them? That might lead you to wonder why the developers even bothered placing enemies there in the first place.
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Community review by JoeTheDestroyer (May 11, 2013)
Rumor has it that Joe is not actually a man, but a machine that likes video games, horror movies, and long walks on the beach. His/Its first contribution to HonestGamers was a review of Breath of Fire III. |
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